AlonzoTG Posted March 10, 2015 Share Posted March 10, 2015 Transparent windows? I'm going crazy with a part module from RPM called JSITransparentPod I tried it on the bonny cabin, it almost worked except for some tolerable glitches. Unfortunately, it seems the model has to be set up with specific tags on the windows in order to make it work,or simply remove the windows from the model... Link to comment Share on other sites More sharing options...
stali79 Posted March 10, 2015 Share Posted March 10, 2015 Transparent windows? I'm going crazy with a part module from RPM called JSITransparentPod I tried it on the bonny cabin, it almost worked except for some tolerable glitches. Unfortunately, it seems the model has to be set up with specific tags on the windows in order to make it work,or simply remove the windows from the model...I forget which mod I first saw this in but there is one that has 3 pods that are transparent if you have rpm. Panopticon I think its called. I dont use the big pod though as it kills my frame rate as it renders the 3 kerbals and their holo displays at the same time. Link to comment Share on other sites More sharing options...
AlonzoTG Posted March 10, 2015 Share Posted March 10, 2015 yeah, that's where I got the idea from, I wanted to see how it would work on the other pods, almost got the stock cupola module working.... It would be so incredible if it did! Link to comment Share on other sites More sharing options...
awang Posted March 19, 2015 Share Posted March 19, 2015 Quick question: Is the KOPO4E based on a RL engine? Link to comment Share on other sites More sharing options...
Jovus Posted March 20, 2015 Share Posted March 20, 2015 I'm experiencing some severe torque when using the prop engines. Is this intentional? If so, is there some way to edit the config files to turn it off? (There's no way to make counter-rotating propellers that doesn't look bad.)Thanks. Link to comment Share on other sites More sharing options...
NathanKell Posted April 2, 2015 Share Posted April 2, 2015 Lack, figured you'd get a kick out of this (note all the stats, 100% correct for the V35):Finally got all the parts scaled/statted right for RO, though it took a patch to FAR. Speaking of patches--can you, pretty please, not do things on :FINAL ? Maybe use AFTER[sXT] instead? Or in the Tweakscale case if you want to run after Tweakscale do AFTER[TweakScale] ? If your patches are final, it means RO can't un-patch them. Link to comment Share on other sites More sharing options...
FreeThinker Posted April 2, 2015 Share Posted April 2, 2015 (edited) the Mk2 Centrifuge Habitat is really great! I only wish I could stop the centrifuge after I started it. Edited April 2, 2015 by FreeThinker Link to comment Share on other sites More sharing options...
Jumpyyoza Posted April 11, 2015 Share Posted April 11, 2015 Does KSC++ work with Kerbinside? Link to comment Share on other sites More sharing options...
blowfish Posted April 11, 2015 Share Posted April 11, 2015 Does KSC++ work with Kerbinside?Yes. In fact the additions that Kerbinside puts around the KSC are designed around the KSC++ Link to comment Share on other sites More sharing options...
Jumpyyoza Posted April 11, 2015 Share Posted April 11, 2015 Yes. In fact the additions that Kerbinside puts around the KSC are designed around the KSC++Great, thanks! Link to comment Share on other sites More sharing options...
Mapoko Posted April 14, 2015 Share Posted April 14, 2015 (edited) http://forum.kerbalspaceprogram.com/threads/115607-Mk3-to-3-75-and-Mk3-to-2-5-Hollow-adapters-And-more?p=1837829&viewfull=1#post1837829To Developers of the mod, please check this topic. Edited April 15, 2015 by Mapoko Link to comment Share on other sites More sharing options...
billbobjebkirk Posted April 27, 2015 Share Posted April 27, 2015 Does this work in 1.0? Link to comment Share on other sites More sharing options...
LORDPrometheus Posted April 27, 2015 Share Posted April 27, 2015 Does this work in 1.0?The majority of the parts probably do but some of the more fancy ones and anything that relies on plugins like Firespitter won't Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted April 27, 2015 Share Posted April 27, 2015 I'd even be careful before relying on the stock-ish parts -- since they're balanced against old specific impulses and thrusts, they'll be overpowered, and they may not have information required for the new aero/thermal systems. Link to comment Share on other sites More sharing options...
Reichtangle Posted April 29, 2015 Share Posted April 29, 2015 Lack is probably converting all the textures to .DDSs currently, but I can't wait for an IVA for the Marble-8 so I can make a massive passenger plane. Link to comment Share on other sites More sharing options...
dc4bs Posted May 4, 2015 Share Posted May 4, 2015 Does this work in 1.0?Looks like the simple parts do.Some don't though.EG: The NERVA engine is problematic attaching anything under it in the stack... The attachment node will attach to the BOTTOM of whatever is placed underneath it so it overlaps the engine. Then THAT part attaches to stuff at the TOP. Very odd behavior... Link to comment Share on other sites More sharing options...
CobaltWolf Posted May 4, 2015 Share Posted May 4, 2015 Lack is probably converting all the textures to .DDSs currently, but I can't wait for an IVA for the Marble-8 so I can make a massive passenger plane.Why would Lack have to convert textures to DDS? I thought this reference the stock textures. Link to comment Share on other sites More sharing options...
billbobjebkirk Posted May 4, 2015 Share Posted May 4, 2015 Looks like the simple parts do.Some don't though.EG: The NERVA engine is problematic attaching anything under it in the stack... The attachment node will attach to the BOTTOM of whatever is placed underneath it so it overlaps the engine. Then THAT part attaches to stuff at the TOP. Very odd behavior...There's a debug option that disables the way the game references whether it's a top or bottom node, which should probably just be left off when dealing with mods from older versions. Link to comment Share on other sites More sharing options...
Vexxus9999 Posted May 4, 2015 Share Posted May 4, 2015 Does this work in 1.0?For the most part,yes.I seem to have a bug where most of the cockpits are solid black without texture though.Some other texture glitches are there too,some parts are missing description,etc. Link to comment Share on other sites More sharing options...
trekfan42 Posted May 5, 2015 Share Posted May 5, 2015 For the most part,yes.I seem to have a bug where most of the cockpits are solid black without texture though.Some other texture glitches are there too,some parts are missing description,etc.yeah its weird how some models textures are unaffected.. Link to comment Share on other sites More sharing options...
Bentley Posted May 5, 2015 Share Posted May 5, 2015 yeah its weird how some models textures are unaffected..Squad changed the directory names for a number of parts which messed up the references in the Part Configs. I fixed a couple of them that I use frequently... but the change of 2x3ShroudSolarPanels to 3x2ShroudSolarPanels is kind of ridiculous, others moved into different subdirectories and whatnot. I haven't tackled the nodes issue yet. Link to comment Share on other sites More sharing options...
Hookswords Posted May 9, 2015 Share Posted May 9, 2015 For the most part,yes.I seem to have a bug where most of the cockpits are solid black without texture though.Some other texture glitches are there too,some parts are missing description,etc.I had infernal robotics parts turn black when I added active texture management. There was a work around posted here http://forum.kerbalspaceprogram.com/threads/116064-1-0-2-Magic-Smoke-Industries-Infernal-Robotics-0-21-2?p=1899016&viewfull=1#post1899016 Maybe that could help here? Link to comment Share on other sites More sharing options...
Scientist Posted May 10, 2015 Share Posted May 10, 2015 every part in this is still usable, but needs updating, the 3 major things, just needs somebody with the time, can even fully update this with an MM patch1) stock textures changed paths for most used textures2) bottom nodes need fixing3) new heat/aero stuff needs adding Link to comment Share on other sites More sharing options...
Yemo Posted May 13, 2015 Share Posted May 13, 2015 SETI-CTT currently supports the 2 SXT Mini-Packs "Mk3 Cargo Ramp" and "Mini-Goo" with added/fixed attachment nodes, if anyone wants to copy those compatibility configs, feel free to do so. Link to comment Share on other sites More sharing options...
tkw Posted May 17, 2015 Share Posted May 17, 2015 There's a debug option that disables the way the game references whether it's a top or bottom node, which should probably just be left off when dealing with mods from older versions.i'm here too Link to comment Share on other sites More sharing options...
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